tmjr6
2019-03-01, 07:52 PM
Hello everyone, now that an updated version of the artificer is present I felt it was appropriate to share these remakes of older infusions for 5e. These were some of my favorite spells to use back when I played the class:
Blast Rod
3rd-level evocation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (an iron rod worth at least 50 gp)
Duration: 1 hour
Weaving arcane force into the rod you store raw force, saving its destructive force to be used for a future time. You store 6d8 dice within the rod, which you can focus on a single blast or divide among several targets. You can also give this rod to another creature to use, as long as their intelligence is 6 or higher.
To use the rod, you designate how many dice of damage you wish to release, then make a spell attack, using the caster's spell attack bonus, as an action against any target within 60 feet. On a hit, you deal an amount of force damage equal to the amount of dice spent. Regardless of whether the attack hits or not, the damage dice you specified are subtracted from the total stored in the rod.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can store an additional 1d8 dice for each slot above 3rd.
Inflict Damage
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d8 force damage. If the creature is a construct, you have advantage on the attack roll.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.
Repair
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A construct you touch regains a number of hit points equal to 1d8 + your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.
Spell Storing Infusion
2nd-level transmutation
Casting Time: 1 minute
Range: Touch
Components: S, M (a nonmagical item of your choice)
Duration: 1 hour
This infusion allows you to place a spell effect into an item to draw it forth later, at your command. The item becomes, in effect, a wand with a single charge, which only you can use.
You can imbue any 1st level spell into the item, that has a casting time of 1 action or less. You use your spellcasting save DC and attack modifier when applicable and your Intelligence modifier if the spell calls for your spellcasting ability modifier. You must make a successful Arcana check equal to 15 + three times the spell level to emulate the spell and store it in the item. If you fail this check by 10 or more, you suffer a mishap, causing you to suffer arcane backlash, dealing 2d6 force damage to you.
A single item can carry only one spell at a time. You must provide any components the spell requires, which this spell consumes as part of casting the spell. At any point during the spell’s duration, you may choose to activate the item by spending an action, to cast the emulated spell.
At Higher Levels. When you cast this spell using certain higher-level spell slots, the level of spell you can emulate increases: a 2nd-level spell with a 3rd-level slot, a 3rd-level spell with a 4th-level slot, and a 4th-level spell with a 5th-level slot. In addition, the backlash increase by 1d6 force damage for each level above 1st.
New Spell Lists:
Artificer: Blast Rod, Inflict Damage, Repair, Spell Storing Infusion
Sorcerer: Repair
Wizard: Repair
Blast Rod
3rd-level evocation
Casting Time: 1 minute
Range: Touch
Components: V, S, M (an iron rod worth at least 50 gp)
Duration: 1 hour
Weaving arcane force into the rod you store raw force, saving its destructive force to be used for a future time. You store 6d8 dice within the rod, which you can focus on a single blast or divide among several targets. You can also give this rod to another creature to use, as long as their intelligence is 6 or higher.
To use the rod, you designate how many dice of damage you wish to release, then make a spell attack, using the caster's spell attack bonus, as an action against any target within 60 feet. On a hit, you deal an amount of force damage equal to the amount of dice spent. Regardless of whether the attack hits or not, the damage dice you specified are subtracted from the total stored in the rod.
At Higher Levels. If you cast this spell using a spell slot of 4th level or higher, you can store an additional 1d8 dice for each slot above 3rd.
Inflict Damage
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V,S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d8 force damage. If the creature is a construct, you have advantage on the attack roll.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot above 1st.
Repair
1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A construct you touch regains a number of hit points equal to 1d8 + your spellcasting modifier.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot above 1st.
Spell Storing Infusion
2nd-level transmutation
Casting Time: 1 minute
Range: Touch
Components: S, M (a nonmagical item of your choice)
Duration: 1 hour
This infusion allows you to place a spell effect into an item to draw it forth later, at your command. The item becomes, in effect, a wand with a single charge, which only you can use.
You can imbue any 1st level spell into the item, that has a casting time of 1 action or less. You use your spellcasting save DC and attack modifier when applicable and your Intelligence modifier if the spell calls for your spellcasting ability modifier. You must make a successful Arcana check equal to 15 + three times the spell level to emulate the spell and store it in the item. If you fail this check by 10 or more, you suffer a mishap, causing you to suffer arcane backlash, dealing 2d6 force damage to you.
A single item can carry only one spell at a time. You must provide any components the spell requires, which this spell consumes as part of casting the spell. At any point during the spell’s duration, you may choose to activate the item by spending an action, to cast the emulated spell.
At Higher Levels. When you cast this spell using certain higher-level spell slots, the level of spell you can emulate increases: a 2nd-level spell with a 3rd-level slot, a 3rd-level spell with a 4th-level slot, and a 4th-level spell with a 5th-level slot. In addition, the backlash increase by 1d6 force damage for each level above 1st.
New Spell Lists:
Artificer: Blast Rod, Inflict Damage, Repair, Spell Storing Infusion
Sorcerer: Repair
Wizard: Repair